Ooze
Ridiculed for their decision to summon so-called lesser creatures, the Ooze Summoner revels in these false conceptions. They laugh as their summons bypass walls, destroy weapons, and infiltrate strongholds and lay all secrets bare. An Ooze Summoner is more than happy to let others underestimate them while their summon lies in wait to subvert those their target with impunity.
| Level | Spells |
|---|---|
| 3 | Grease, Tasha’s Caustic Brew |
| 5 | Enlarge/Reduce, Melf’s Acid Arrow |
| 9 | Slow, Wall of Water |
| 13 | Vitriolic Sphere, Polymorph |
| 17 | Contagion, Hold Monster |
| Level | Spell Slot | Summon |
|---|---|---|
| 3 | 1 | Ochre Jelly |
| 6 | 2 | Black Pudding |
| 10 | 3 | Dragonblood Ooze |
| 14 | 4 | Elder Oblex |
| Terrain | Effect |
|---|---|
| Unstable | The terrain becomes soft and unstable, each creature on this terrain or starting their turn on this terrain makes their first attack each turn with disadvantage. |
| Sticky | The terrain becomes sticky, each creature on this terrain or starting their turn on this terrain must make a STR save DC equal to your spell save DC at the start of their turns and on failed save their movement speed becomes 10 ft and lose any other movement speeds other than walking. |
| Slick | The terrain becomes slippery, each creature on this terrain or starting their turn on this terrain must make a DEX saving throw DC equal to your spell save DC and on a failed save fall Prone. |
| Acidic | The terrain becomes caustic, each creature on this terrain or starting their turn on this terrain takes 1D6 Acid damage and an additional 1D4 Acid damage for every 5 ft of movement they use. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Summons
You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.
They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall unconscious they remain for one turn, taking the dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.
Misleading Circle
The malleable nature of your Summons grants an odd twist to your Summoner’s Circle. When you activate your Summoner’s Circle you can summon a Slime Double of you as well within 5 ft of you. The Double cannot speak or attack but is otherwise an exact replica except its creature type is Ooze. The Slime Double can remain for minutes equal to your INT modifier (Minimum 1).
It has an AC equal to yours and has one hit point and is Immune to all Conditions. While your Slime Double is active, attacks on you have disadvantage. If an attack hits it has a 1D4 chance (Odds) of hitting your Double.
You can use this feature once per long rest.
Malleable Form
The features of your Summons enhance your body. Your body can fit through a space as small as four inches without squeezing.
You can use a bonus action to soften your feet for one minute, giving you a bonus to your Stealth equal to your INT modifier (Minimum 1). You can use this feature once per long or short rest.
Surveilling Summons
Your Summons have gained the capacity to retain certain information. Your Summons or Slime Double can record images and or sounds that are within 60 ft of them using an advanced form of their Blindsight. They can retain up to four hours of information as long as they remain within 300 ft of you or ten minutes of information up to one mile away from you.
Your Summons or Slime Double can initiate their recording due to specific commands issued before such as, begin recording images when anyone opens a book or begin recording sounds when a specific individual is talking. They can follow up to two of these commands.
Your Summons or Slime Double cannot take actions other than to record or Dodge while they are further than 120 ft from you.
Terrain Warping
Your Summons can leave a treacherous area behind them. When your Summons are reduced to zero hit points you can choose to have them detonate and change the terrain. The terrain within 60 ft of them becomes treacherous in one of the following ways in additional to being Difficult Terrain for one minute
Protean Oozes
Your Summons become more versatile, caustic, and adaptable through your careful cultivation. Your Summons have additional features
Plus three AC.
Can use a reaction to become Resistant to any damage type once per combat.
Their attacks deal an additional 1D8 Acid damage.